Unreal C++ create dispatcher delegate node
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- čas přidán 6. 07. 2024
- In this video, i explain how to create from UE4 C++ custom dispatcher node. With that, you can call from C++ nodes in blueprints and from Blueprints coz you have BlueprintCallable node.
Documentation:
docs.unrealengine.com/en-US/P...
C++ code of the project:
github.com/Dima3922/UE4-dispa...
To save your time you can download that project from Patreon:
/ ue4-c-create-45256062
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Updated to Unreal 5.3, in Patreon.
www.patreon.com/posts/ue4-c-create-45256062
Very useful. Thank you!
instablaster.
It is not clear why the TestFerox function is called after EventBeginPlay? In fact, it invokes a delegate that hasn't been signed yet?
Yes, you are absolutely right, i just show the created node will not work coz bind is after the function call. But it's possible after bind, call also from the blueprints, C++ logic. Need to bind first and after trigger from C++ or blueprints TestFerox function.
Достаточно скомкано, получилось. Но, если ты понимаешь хотя бы что-то из сказанного - то всё получится. Если же нет - то материал не усвоит человек. За видео спасибо!